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SpartanISW108

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Posts posted by SpartanISW108

  1. Hi all,

     

    I know this might be a long shot, but I'm looking for a particular.nif from the Fallout Nexus for a mod I'm working on

     

    There's a crashed plane asset used in both Honest Hearts and Lonesome Road, however it doesn't have collisions. I'm looking for a mod on the Nexus that I'm pretty sure I saw on here which includes that asset, but with collisions

     

    I've tried searching, but it would appear that this model appears in a collection and for the life of me I cannot seem to find it

     

    Any help locating this asset will be appreciated

     

    Thank you

  2. You may want to use lutana's plugin if your going to be using reference walking.

     

    You need to call a disable followed (at least one frame later) a enable to get dead actors size to update.

     

    Offhand I'm not sure why a object effect isn't working, an alternative is a pulse resulting in a CIOS by the actors affected (used during the battle of Hoover). The player sends out an area affect, script based effect, the script being a check on whether PA is equipped (checked via formlist), and if so firing off a setScale command. Havn't tried it in this context, just spitballing.

     

    Have you been able to figure anything out for this yet? Because I've met a brick wall with my attempts

  3.  

     

    That's ref walking, which I'm trying to avoid, it can be costly in terms of cpu cycles.

     

    I'm guessing edit 3 of mine is also costly in terms of CPU cycles, as well as pretty dirty.

     

    I've got it so it works, but it doesn't update immediately and in some larger areas it causes a crash. It's really bugging me how I can't get it to work as an object enchantment either

  4. In your first iteration of this you said you managed to make it work for everyone, including NPCs, how did you get that to work?

    Also, I can see about making standing power armour, A la operation anchorage reward room, and FO4. it shouldn't be that hard seeing as an easy way to do it is to just set the biped model as a static, however it doesn't include the gloves and the helmet.

    I'll give that a crack now and see what I can come up with

     

    Edit: I also tried to take a look at the PPA mod to see if I could reverse engineer the power armour scaling component but it's buried in a lot of script and quest stuff, so perhaps somebody more proficient in scripting would make better use of that?

    The only thing that I could tell from it is that it uses a token, and from there applies a script which does the scale. Still couldn't see a way of how they targeted (got the ref) any NPC wearing the armour

    Edit2: The FO3 version of the mod uses this mod http://www.nexusmods.com/fallout3/mods/14342/? to be able to add an item to every NPC, so perhaps this tied with tokens that set the scale?

     

    Edit3: I've managed to make a quest script that detects actors in the cell the player is in and adjusts their scale to 1.15 if they're wearing a powered armour in a list. It requires FOSE. But it works.

    Doing it this way seems to be the best course of action on getting the NPCs to scale as doing it through armour effects/object scripts just haven't worked at all for me apart from getting it to work for the player.

    Also creating a dupe of the quest/script and changing the values to from 1.15 to 1.00 and making the list == 0 works for reversing the effect. However it takes a second or so for the size to apply. Which is fine. The only problem I have now is fact the setscale script doesn't work on dead bodies (if you kill someone in PA and take it their corpse will still have the scale of 1.15). The size difference of 1.15 isn't that noticeable on stripped bodies and may just have to be something we have to live with.

    So what I'm planning on doing is to apply the script from the thread I linked above onto the armour separate from the NPC script, as that one works for the player as opposed to the quest script working for NPCs

    SCN PAscalescancell
    
    ref rCurrentRef
    float fscale
    
    Begin GameMode
    
    	set rCurrentRef to GetFirstRef 200 1 0 ; Actors
       
    	Label 10
    	if rCurrentRef
    		if rCurrentRef.GetEquipped PAlist ==1
    		if rCurrentRef.GetScale != 1.15
    		set fScale to rCurrentRef.GetScale
    		rCurrentRef.SetScale 1.15
    
    		set rCurrentRef to Pencil01 ; Prevent apple bug
    		set rCurrentRef to GetNextRef
    		Goto 10
    	endif
    endif
    endif
    End
    
  5. Funnily enough, I'm trying to get this in my game as well after noticing how ridiculous the "heavily armored" people look.

    I've been digging away all night at this, and still can't find a way to make a script effect everyone using certain armours.

    I managed to find these pages that are somewhat related

    http://forums.nexusmods.com/index.php?/topic/2162299-help-for-a-script-with-setscale/
    http://forums.nexusmods.com/index.php?/topic/676120-setscale-on-npc-script/

    And that's pretty much it on people trying to do similar things. I hope someone figures this out, cause I really want scaled power armour as a standalone mod too

  6. Hello all

    Simple request, not too sure on the possibility of it being done due to not knowing how to use the CK myself (more of a GECK person (barely))

    At the moment I'm playing as a vampire, and was wondering if there was a mod that lets you feed off the blood of animals like you can with dead humans like in the "better vampires" mod. I.E. you activate the corpse and you have a "feed" or "search corpse" option pop up on a nice little menu.

    I like playing as a vampire but I like playing as one that doesn't have to constantly feed off of people. I looked for mods that would do this, but the only one I could find that is remotely similar to drinking blood from animals is one that bottled the blood. I want to be able to feed off them, without bottling the blood. As I like to RP my vampire character and imagine that when I go hungry out in the wilderness I'd be able to satiate the bloodlust off of any warm blooded creature, not just humans

    I'm sure this would be a simple thing to do in the CK to allow me the "feed" and "search" option come up on a menu, but I'm not advanced enough a user to figure it out on my own

    Thanks in advance

  7. I want to make a mod where lockpicking is only possible if you have a screwdriver in your inventory, if you don't have one a showmsg will pop up in the corner saying "You need a screwdriver to pick this lock"

    Possible or not?

    Possibly made so the condition of the screwdriver affects what kind of locks you can pick, as well as lockpick skill, i.e. lockpick skill is 75, screwdriver condition is 50, can only pick up to level 50 locks, but at 100 lockpick any condition screwdriver is alright

  8. It's fairly difficult to do custom collisions (from what I know, I'm not very good with models either)

    But what I did with NifSkope, was I found something with a box collision, or anything you want that has a similar collision to the model you're using, then copied the model data (nitristrips, tritrishape) over the model that has the collision, then shrunk it down to fit the collision, then in GECK I placed the object and scaled it up to the appropriate size (collision scales with it so that's alright.

    That's just my ghetto workaround for objects without collision anyway, I'm sure there's better ways to do it

  9. I actually have a script that does that, gimme a second to get back home and I'll paste it in here for you. It's pretty simple

     

    Starting from Scn, you can obviously change the name to whatever it is you need it to be called, as well as changing "PackBrahminLight" to whichever light it is you've made for your creature/NPC

     

    scn PackBrahminLightScript

     

    ref rSelf

    ref rLightObj

     

    begin GameMode

     

    if rLightObj == 0

    set rLightObj to PlaceAtMe PackbrahminLight 1

    set rSelf to GetSelf

    elseif IsMoving

    rLightObj.MoveTo rSelf 0 0 64

    endif

     

    end

  10. I don't want to clutter up my inventory with multiple objects of the same thing, how would I go about doing this in the script?

    I have outfitwastelandscarf and outfitwastelandscarf02 (face cover version)

    Do you think you could write me a script that'd satisfy that?

    EDIT:

    This is the current script

    ScriptName ScarfScript
    short bMenu
    short iButton
    
    Begin OnEquip Player
        ShowMessage WastelandScarfMsg ; Cover Face? | Yes | No
        Set bMenu to 1
    End
    
    Begin MenuMode 1002
        If bMenu
            Set iButton to GetButtonPressed
            If iButton == 0 ; Selected "Yes"
    		player.unequipitem outfitwastelandscarf 1
    		player.unequipitem outfitwastelandscarf02 1
    		player.removeitem outfitwastelandscarf 1
    		player.removeitem Outfitwastelandscarf02 1
    		player.additem OutfitWastelandScarf02 1
    		player.equipitem OutfitWastelandScarf02 1
                
            ElseIf iButton == 1 ; Selected "No"
    		player.unequipitem outfitwastelandscarf 1
    		player.unequipitem outfitwastelandscarf02 1
    		player.removeitem outfitwastelandscarf 1
    		player.removeitem Outfitwastelandscarf02 1 
    		player.additem OutfitWastelandScarf 1
    		player.equipitem OutfitWastelandScarf 1      
            EndIf
            Set bMenu to 0
        EndIf
    End
    

    But it doesn't appear to be working for me

  11. I'm looking to make what I think would be a simple mod but I have no idea how to do it exactly

    Basically, what I want to do is make the scarf mod, only use one scarf, but when you equip it you get a menu that asks if you'd like it to cover your face, simple yes no question, and then equip the appropriate scarf for your option

    I looked into messages, but I can't seem to find a function that'd get me to equip something if one button is pressed

  12. Found the command, it's "reset3dstate"

    Is there any way to attach this to the exit door so when I go through the exit door it resets the shaft so I can go down the elevator again?

     

    How would I set up a trigger actually? So the script activates when I enter a certain boundary, as I can just place that in the next room forcing it to reset after the portal change

  13. I'm having troubles with modding in a copy of the elevator from Lonesome Road for a personal silo home.

    I'm trying to create a script block that runs the movement part, then when the elevator is at the bottom of the shaft, disables the invisible wall at the front allowing you to continue.

    However I can only seem to get the starting sounds, and the movement up to the bottom of the shaft to work. But the script doesn't seem to follow the blocks in disabling the invisible wall when it reaches the bottom of the shaft.

    Here's the script in case anybody can help me

    scn Silo01ElevatorScript
    
    short iStage
    float fTimer
    
    
    
    Begin OnActivate
    
    if fTimer > 0
    	set fTimer to fTimer + GetSecondsPassed
    elseif iStage == 0	; Stage 0
    	playsound OBJTurretGeneratorDisable
    	NVDLC04SiloElevatorControlsREF.playgroup left 1;
    	set iStage to 1
    
    elseif iStage == 1	; Stage 1
    	if fTimer >3
    		NVDLC04SiloElevatorStartCollisionREF.disable;
    		ElevatorBackCollisionREF.enable;
    		NVDLC04SiloElevatorLights02Ref.enable
    		NVDLC04SiloElevatorLights02bRef.enable
    		NVDLC04SiloElevatorLights03Ref.enable
    		NVDLC04SiloElevatorLights03bRef.enable
    		NVDLC04SiloElevatorLights04Ref.enable
    		NVDLC04SiloElevatorLights04bRef.enable
    		NVDLC04SiloElevatorLights05Ref.enable
    		NVDLC04SiloElevatorLights05bRef.enable
    		NVDLC04SiloElevatorLights01Ref.playgroup forward 1;
    		NVDLC04SiloElevatorLights02Ref.playgroup forward 1;
    		NVDLC04SiloElevatorLights02bRef.playgroup forward 1;
    		NVDLC04SiloElevatorLights03Ref.playgroup forward 1;
    		NVDLC04SiloElevatorLights03bRef.playgroup forward 1;
    		NVDLC04SiloElevatorLights04Ref.playgroup forward 1;
    		NVDLC04SiloElevatorLights04bRef.playgroup forward 1;
    		NVDLC04SiloElevatorLights05Ref.playgroup forward 1;
    		NVDLC04SiloElevatorLights05bRef.playgroup forward 1;
    		NVDLC04SiloElevatorLights06Ref.playgroup forward 1;
    		NVDLC04OBJElevatorLPREF.enable
    		NVDLC04SiloElevatorControlsREF.playgroup left 1;
    		NVDLC04SiloElevatorREF.playgroup forward 1;
    		NVDLC04SiloElevatorShaft01Ref.playgroup forward 1;
    		NVDLC04SiloElevatorShaft02Ref.playgroup forward 1;
    		NVDLC04SiloElevatorShaft03Ref.playgroup forward 1;
    		NVDLC04SiloElevatorShaft04Ref.playgroup forward 1;
    		NVDLC04SiloElevatorShaft05Ref.playgroup forward 1;
    		NVDLC04SiloElevatorShaft06Ref.playgroup forward 1;
    		SiloBlastDoorDoubleREF.playgroup forward 1;
    	set iStage to 2
    	set fTimer to 1
    elseif iStage == 2	; Stage 2
    	if fTimer >62
    		NVDLC04SiloElevatorEndCollisionREF.enable;
    		NVDLC04OBJElevatorLPREF.disable;
    		ElevatorFrontCollisionREF.disable;
    
    return
    endif
    endif
    endif
    end
    

    I've tried various ways of getting it to work, including "Isanimplaying" but I still can't get it to follow past the first block. I was using this guide as a template http://www.cipscis.com/fallout/tutorials/staged_timers.aspx

    But it just doesn't seem to be working.

    Any help would be extremely appreciated on this topic. Thanks.

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